Skip to main content
Clinical Trials/NCT06240897
NCT06240897
Not yet recruiting
Not Applicable

Exploring the Feasibility of Digital Intervention Games as a Diagnostic and Management Tool for Delirium at SGH Inpatient Wards

Institute for Digital Medicine (WisDM)1 site in 1 country20 target enrollmentFebruary 2025
ConditionsDelirium

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Delirium
Sponsor
Institute for Digital Medicine (WisDM)
Enrollment
20
Locations
1
Primary Endpoint
Implementation
Status
Not yet recruiting
Last Updated
last year

Overview

Brief Summary

Inpatient delirium incidence is widely documented in international and local studies, however, there is no viable and labour-free delirium detection and management tool. CURATE.DTx is our tablet ready, multi-tasking serious game, that leverage a small data artificial intelligence-derived platform that can dynamically personalise cognitive training by modifying the game intensity. The main aims of this study are to explore the feasibility and usability of this new digital tool to aid in the delirium screening and management of at-risk delirium hospitalized patients.

Detailed Description

Delirium is a neurobehavioral syndrome caused by the acute and transient impairment of brain activity. The clinical context usually involves a vulnerable patient, susceptible to predisposing factors, such as clinical illness, cognitive and sensory deficits, with precipitating factors occurring during the period of hospitalization. Although widely documented in international and local studies, there is no viable and labour-free delirium detection tool. CURATE.DTx is our tablet ready, multi-tasking serious game, that leverage a small data artificial intelligence-derived platform that can dynamically personalise cognitive training by modifying the game intensity. This is a single-centre, single-arm prospective cohort feasibility study. Hospitalised adults \>65years old will be invited to trial the digital cognitive games. Patient experience and usability will be assessed at the end of the intervention through surveying methods. Acceptability, demand, implementation, practicality and limited accuracy testing will be assessed. The investigators will recruit 25-50 inpatients (\>65 years old adults) from the medical wards in SGH from November 2023 to Jan 2024. Potential participants will be approached by the SGH team in person to provide more information about the study. Participants will be screened by the SGH research team for eligibility at initial contact. Eligible participants will be invited to complete a daily cognitive evaluation session consisting of a cognitive training game session, followed by a 4 'A's Test - a well-validated bedside tool, which helps practitioners detect delirium in day-to-day practice, as well as an MMSE test as an additional measure. CURATE.DTx is a self-guided digital game-based multitasking intervention that involves a combination of four subtasks played simultaneously. The game will be played by each participant via a study-provided tablet. During first session prior to commencing data collection, a trained trial team member will explain in detail how to play the game-based multitasking intervention. The session will require 12 minutes of gameplay for a minimum of three days and up to five days for a total duration of hospitalisation. Participants will also be encouraged to play an optional digital game that is designed to help with their emotional and cognitive health. Deidentified game play data will be recorded. Upon completing the game sessions, a survey will be administered to gather patients experience whilst using the digital tool as well as feedback on the interaction with the interface itself.

Registry
clinicaltrials.gov
Start Date
February 2025
End Date
April 2026
Last Updated
last year
Study Type
Interventional
Study Design
Single Group
Sex
All

Investigators

Sponsor
Institute for Digital Medicine (WisDM)
Responsible Party
Sponsor

Eligibility Criteria

Inclusion Criteria

  • Admitted to the medical ward in SGH
  • Age \>=65 years old
  • Patients with a life expectancy of at least 1 month

Exclusion Criteria

  • Pregnant or breastfeeding women
  • Patients physically incapable of using computer tablets (either due to vision loss or dominant hand weakness)
  • Patients who cannot understand spoken the English language.
  • Patients who are unable to give informed consent.

Outcomes

Primary Outcomes

Implementation

Time Frame: Throughout trial completion, up to 1 year

Data collected throughout trial completion: a) Success of CURATE.DTx execution: Number of CURATE.DTx sessions successfully performed within this setting;

Practicality

Time Frame: 30 minutes

Trial team members survey on practicality of CURATE.DTx and other games distributed at the end of the trial: a) Practicality: Trial team perception of the ability of patients to carry out the activities and their potential impact; b) Logistical feasibility: Logistical considerations with current trial protocol that would need to be addressed or accounted for a future RCT

Demand

Time Frame: Throughout trial completion,up to 1 year

Data collected during patient recruitment and throughout trial completion: a) Uptake : Percentage of successfully recruited patients from all patients approached and eligible for the study; b) Retention: Percentage of patients that complete the trial from all successfully recruited patients; c) Adherence: Percentage of completed sessions by patients at indicated timepoints

Trial Team Members Acceptability

Time Frame: 30 minutes

Trial team members survey on acceptability of CURATE.DTx and other digital games distributed at the end of the trial

Patient Acceptability

Time Frame: 30 minutes

Patient survey on acceptability of CURATE.DTx and other digital games distributed prior to discharge or at the end of 5 days

Secondary Outcomes

  • Usability(30 minutes)

Study Sites (1)

Loading locations...

Similar Trials